Rotate object smoothly over time, when key pressed, by X degrees (C#)

I’ve been struggling with this too long now, so I thought it was time to seek help.

I have a dummy object in my scene with 6 child objects spaced evenly around it on the X/Z plane (like planets around the sun). I want to rotate the dummy object clockwise, smoothly over time by 60 degrees (60 * 6 = 360) every time the space bar is pressed. NOTE: I want to continue the rotation behavior for multiple revolutions.
I have the code below that was a reply to a similar post on this forum that I slightly modified. The problem I am having however, is that the rotation starts to behave erratically once a full 360 rotation is reached (spins wildly back and forth). I assume this is has to do with “60” being added to “360” to create an invalid euler angle?

Thanks in advance for any help you can offer!

Unity 5.2
C#

	public float smooth = 1f;
	private Vector3 targetAngles;
	
	
	void Update () {
		if (Input.GetKeyDown (KeyCode.Space)) { 
			targetAngles = transform.eulerAngles + 60f * Vector3.up; 
			print (targetAngles);
		}
		
		transform.eulerAngles = Vector3.Lerp (transform.eulerAngles, targetAngles, 10 * smooth * Time.deltaTime); 
		
	}

Using Quaternion might be better:

     public float smooth = 1f;
     private Quaternion targetRotation;

     void Start(){
              targetRotation = transform.rotation;
     }
     
     void Update () {
         if (Input.GetKeyDown (KeyCode.Space)) { 
             targetRotation *=  Quaternion.AngleAxis(60, Vector3.up);
         }
         transform.rotation= Quaternion.Lerp (transform.rotation, targetRotation , 10 * smooth * Time.deltaTime); 
     }

Hope that helps.